So you won't get bored on ways of playing, or feel like you been trapped into the wrong focus due to one bad choice (it seems overwhelming at first, until you realize that there's not too many "bad" choices, just different ways of doing stuff). Also a "nice" game in that you can respec you troops when you want, no costs, no downsides, so you actually get to try out all these different tactics whenever you want. There's a tonne of stuff to do and ways of trying to play. Limited "super/buff"powers, unlimited standard actions, overwatch, heat management (Templars are somewhere between Terminators and Mini-mechs in this world), ammo conservation, melee, engy turrets, everything. There's several large narrative campaigns with mission objectives varying from "kill everything" to "run away" to "take and hold" to "bugger about turning on electrical cables" and much more. You can create your own squads, level them up with different abilities (there's commanders, scouts, engineers, heavy weapon specialists and gunners). Pretty much a mixture of Xcom/Laser Squad and Wh40k, turn based top-down squad strategy, but with its own lore and background story. (edit: actually, is it $4.39 Aussie? Still a bargain). Hell, it was worthwhile when I bought it at full price ages ago. At $1.49 Aussie ($1US?) I can say it's most definitely worthwhile picking up. Templar Battleforce RPG is on special for the next five days. Best weapon is probably the bone since you can stunlock with it. As far as I can tell, all the bosses can be done flawlessly with your starter weapon, though upgrades can do far more damage or have much more useful attack patterns.Įdit: If you have wifi/data off when you start it, you won't get inundated with adds between every room. I'm finding it surprisingly entertaining, if fairly simple. Bosses at the end of the dungeon tend to have longer, larger, and more hazardous attack patterns and copious traps in the room. while a common upgrade attacks the six blocks adjacent to the direction you face: |'|, so you can hit your sides, but you lose forward range. Your base weapon attacks four spaces: Two forward, and the two forward-adjacents, like. Different weapons, which you'll mostly get as random loot within a dungeon, have different attack patterns. (They're not really puzzling, for the most part.) You can see where your attacks will land on a given turn, and which tiles will take damage after your next action (ie, "get out of there"). Puzzle-oriented, top-down, turn-based dungeon crawl, with each room in a dungeon being a discrete 'puzzle' that can be done in a few minutes at most. far as I can tell, having only done the first few sets of stages, is not very rogue, and not very grindy. Rogue Grinders (currently free on Android, I believe).
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